Twisted DIRT Forums

MX vs ATV (and prior MX games) Forum => Track Making Tools (Reflex Track Compiler, MVA Editor, Armadillo/Dillo Too/APM/Etc.) => Topic started by: ATR_RaTaX2 on October 30, 2005, 03:24:49 AM

Title: Dillo Too bug
Post by: ATR_RaTaX2 on October 30, 2005, 03:24:49 AM
When i weld edges on a high def map, (i havnt tried on a normal track yet) it seems as if the weld continues onto the dismap, heres what im getting

(http://img467.imageshack.us/img467/6696/weld2rq.jpg)
Title: Re: Dillo Too bug
Post by: VMX_101 on October 30, 2005, 08:32:15 AM
Hey Bud,

The weld feature doesn't work for highdef/stunt maps. I've tried it before at from the looks of it its welding it like it were a nat or sx. Btw it does work well with nats or sx just not highdef/stunt maps.

Hope that clears that up for you.

Regards
Title: Re: Dillo Too bug
Post by: ATR_RaTaX2 on October 30, 2005, 12:54:08 PM
i didnt know that, ty
Title: Re: Dillo Too bug
Post by: mcm2boys on October 30, 2005, 08:09:14 PM
it should work on stunts, i'll check it  out.

Laurie

thanks for mentioning it.
Title: Re: Dillo Too bug
Post by: MDx_Wayne on October 31, 2005, 04:15:54 AM
I have just had exactly the same thing happen.  3 of the edges welded perfectly, the fourth did not.  Both edges are at identical levels but will not join.  BTW this is a National and is not hi-res.

Any ideas?

(http://img442.imageshack.us/img442/1460/capture1247mr.jpg) (http://imageshack.us)
Title: Re: Dillo Too bug
Post by: mcm2boys on October 31, 2005, 08:28:31 AM
The weld feature sets the height of the edges the same for both the top and bottom edges and the left and right edges of the perimeter and main tiles. Because the terrain is tiled - for an SX and Nat the heights of the edges of the main tile and the perimeter tiles must all match top=bottom and left=right, and that's what D2 does copying the values from the left edge to the right edge and from the top edge to the bottom edge. It's the same as copying a 1 pixel strip in Photoshop from the top and left edge of the perimeter tile, to the top/left and bottom/right of the main tile and bottom/right of the perimeter tiles.

It's a bit different for stunts because the main area is made up of 4 tiles which are matched to their neighbours where necessary and not just the perimeter tiles.

Maybe you could send me a copy of the TRN file to test with?

mcm2boys@netscape.net

Laurie